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max. players 12

Posted: 04 Jun 2007, 19:47
by Delphinio
hi guys : ),
it would be nice  if u can get 4 more ppl in warzone.
i tryed it but to hard for me  ;D. thanks
SoS-Delphinio

Re: max. players 12

Posted: 04 Jun 2007, 20:42
by Kyor
It is long with 8... I don't wanna think about 12 players.

maybe more than an entire day to finish a single game?

Re: max. players 12

Posted: 04 Jun 2007, 23:11
by lav_coyote25
so whats wrong with games that extend over a day.... day = 12 hours... more than that and people would tend to go nuts.... ;D

Re: max. players 12

Posted: 05 Jun 2007, 05:51
by kage
eh... you'd think that, but i know too many people who get done with some 9 hour game, then join another...

i think 12 would be a nice bullet-point for this game... '8' is the defacto number of max supported players in rts games, so with 12, we could at least say we're "exceptionally multiplayer" (if not 'massive'), and the 12 would definitely stick out.

beyond all that, i think 12 player "scav vs scav" rounds on small maps would rise to popularity -- it'd be as close to a "death-match" as this game would ever get.

Re: max. players 12

Posted: 06 Jun 2007, 20:49
by Delphinio
more players must be not = more game time.
i thought about a 5v5 or 6v6 not ffa  ::)
and well, its only a option, u can but u dont have to... ;)

Re: max. players 12

Posted: 06 Jun 2007, 20:49
by sicanjal
Actually, now we have Locked Alliances implemented, this is a good idea. Imagine 4 locked alliances with 3 players each, especially now with the more co-operative nature of the AI. Or 3 locked alliances with 4 players. Take it further to a clash-of-the-titans style 6 vs 6 match.

Without alliances? Sleep is for the weak!

Re: max. players 12

Posted: 06 Jun 2007, 21:40
by DevUrandom
Locked alliances are allready possible in current development version (trunk). This will show up in 2.1.

Re: max. players 12

Posted: 06 Jun 2007, 23:17
by Troman
Finally  :)

Re: max. players 12

Posted: 07 Jun 2007, 23:23
by Delphinio
well locked allis got 1.10 too ^^... but only in a team game.

Re: max. players 12

Posted: 04 Jul 2007, 06:44
by CRISTIAN
Is it possible to implement 2 o more commanders per team?  One is the "boss" and he can delegate units and resources to the others. For example: send 2 trucks and 20% oil extracted.
Construction limits (1 factory, 1 repair pad, 1 cyborg factory, 1 vtol factory, 10 vtols pads, no research, no power, no command center, no command relay center, everything else unlimited.)

Something like Battlezone2 MP

Re: max. players 12

Posted: 04 Jul 2007, 09:41
by Watermelon
CRISTIAN wrote: Is it possible to implement 2 o more commanders per team?  One is the "boss" and he can delegate units and resources to the others. For example: send 2 trucks and 20% oil extracted.
Construction limits (1 factory, 1 repair pad, 1 cyborg factory, 1 vtol factory, 10 vtols pads, no research, no power, no command center, no command relay center, everything else unlimited.)

Something like Battlezone2 MP
not possible unless we can get the netcode problems fixed and share control implemented...

An deathmatch type(without building/resources management),each player is given a bunch of combat units to do a last-man-standing type fight,though that will require significant amount of scripting works and gui hacks...

Re: max. players 12

Posted: 05 Jul 2007, 20:11
by kage
CRISTIAN wrote: Is it possible to implement 2 o more commanders per team?  One is the "boss" and he can delegate units and resources to the others. For example: send 2 trucks and 20% oil extracted.
Construction limits (1 factory, 1 repair pad, 1 cyborg factory, 1 vtol factory, 10 vtols pads, no research, no power, no command center, no command relay center, everything else unlimited.)
i think we'd need support for *much* bigger maps to make that really interesting. i'd also be interested in support for multiple players on one team allowing subcommanders to only control military units, which would be doable on standard size maps. in either case, the subcommander should see all their units shaded a slightly different color, or have some other visual identifier to allow the subcommander to quickly distinguish their units from those of other subcommanders or the commander on the same side, to make it more manageable.

Re: max. players 12

Posted: 12 Jul 2007, 06:21
by J.Vaughan
HAHA! It would be a battle of who is able to loose their life and sit on the computer all day... Who ever could stay on the longest wins! Not a bad idea... I'd always loose so maybe it wouldn't be so long after all. Could you imagine how laggy the game would get with all those structures though?

Re: max. players 12

Posted: 12 Jul 2007, 09:39
by GiGaBaNE
if we have the ability to save multiplayer games then i would think nothing of uber long games, back in my starcraft days we used to make mini campaigns and multi play them from waking up to falling asleep for weeks on end..

now a days i have a family to raise and can only spend so many hours at the computer without some sort of interuption.

Re: max. players 12

Posted: 23 Sep 2007, 20:02
by Delphinio
well guys i would pay (if its not to much  ;D) for a 5v5 or 6v6 map in New_TeamWar syle.
but for version 1.10 ^^.